/usr/include/visp/vpFeatureDepth.h is in libvisp-dev 2.8.0-4.
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*
* $Id: vpFeatureDepth.h 4056 2013-01-05 13:04:42Z fspindle $
*
* This file is part of the ViSP software.
* Copyright (C) 2005 - 2013 by INRIA. All rights reserved.
*
* This software is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* ("GPL") version 2 as published by the Free Software Foundation.
* See the file LICENSE.txt at the root directory of this source
* distribution for additional information about the GNU GPL.
*
* For using ViSP with software that can not be combined with the GNU
* GPL, please contact INRIA about acquiring a ViSP Professional
* Edition License.
*
* See http://www.irisa.fr/lagadic/visp/visp.html for more information.
*
* This software was developed at:
* INRIA Rennes - Bretagne Atlantique
* Campus Universitaire de Beaulieu
* 35042 Rennes Cedex
* France
* http://www.irisa.fr/lagadic
*
* If you have questions regarding the use of this file, please contact
* INRIA at visp@inria.fr
*
* This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
* WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
*
*
* Description:
* 2D point visual feature.
*
* Authors:
* Nicolas Melchior
*
*****************************************************************************/
#ifndef vpFeatureDepth_H
#define vpFeatureDepth_H
/*!
\file vpFeatureDepth.h
\brief Class that defines 3D point visual feature
*/
#include <visp/vpMatrix.h>
#include <visp/vpBasicFeature.h>
#include <visp/vpHomogeneousMatrix.h>
#include <visp/vpRGBa.h>
/*!
\class vpFeatureDepth
\ingroup VsFeature3
\brief Class that defines a 3D point visual feature \f$ s\f$ which
is composed by one parameters that is \f$ log( \frac{Z}{Z^*}) \f$
that defines the current depth relative to the desired depth. Here
\f$ Z \f$ represents the current depth and \f$ Z^* \f$ the desired
depth.
In this class \f$ x \f$ and \f$ y \f$ are the 2D coordinates in the
camera frame and are given in meter. \f$ x \f$, \f$ y \f$ and \f$ Z
\f$ are needed during the computation of the interaction matrix \f$
L \f$.
The visual features can be set easily thanks to the buildFrom() method.
As the visual feature \f$ s \f$ represents the current depth
relative to the desired depth, the desired visual feature \f$ s^*
\f$ is set to zero. Once the value of the visual feature is set, the
interaction() method allows to compute the interaction matrix \f$ L
\f$ associated to the visual feature, while the error() method
computes the error vector \f$(s - s^*)\f$ between the current visual
feature and the desired one which is here set to zero.
The code below shows how to create a eye-in hand visual servoing
task using a 3D depth feature \f$ log( \frac{Z}{Z^*}) \f$ that
corresponds to the current depth relative to the desired depth. To
control six degrees of freedom, at least five other features must be
considered. First we create a current (\f$s\f$) 3D depth
feature. Then we set the task to use the interaction matrix
associated to the current feature \f$L_s\f$. And finally we compute
the camera velocity \f$v=-\lambda \; L_s^+ \; (s-s^*)\f$. The
current feature \f$s\f$ is updated in the while() loop.
\code
#include <visp/vpFeatureDepth.h>
#include <visp/vpServo.h>
int main()
{
vpServo task; // Visual servoing task
vpFeatureDepth s; //The current point feature.
//Set the current parameters x, y, Z and the desired depth Zs
double x; //You have to compute the value of x.
double y; //You have to compute the value of y.
double Z; //You have to compute the value of Z.
double Zs; //You have to define the desired depth Zs.
//Set the point feature thanks to the current parameters.
s.buildfrom(x, y, Z, log(Z/Zs));
// Set eye-in-hand control law.
// The computed velocities will be expressed in the camera frame
task.setServo(vpServo::EYEINHAND_CAMERA);
// Interaction matrix is computed with the desired visual features sd
task.setInteractionMatrixType(vpServo::CURRENT);
// Add the 3D depth feature to the task
task.addFeature(s); // s* is here considered as zero
// Control loop
for ( ; ; ) {
// The new parameters x, y and Z must be computed here.
// Update the current point visual feature
s.buildfrom(x, y, Z, log(Z/Zs));
// compute the control law
vpColVector v = task.computeControlLaw(); // camera velocity
}
return 0;
}
\endcode
If you want to build your own control law, this other example shows how
to create a current (\f$s\f$) and desired (\f$s^*\f$) 2D point visual
feature, compute the corresponding error vector \f$(s-s^*)\f$ and finally
build the interaction matrix \f$L_s\f$.
\code
#include <visp/vpFeatureDepth.h>
#include <visp/vpMatrix.h>
#include <visp/vpColVector.h>
int main()
{
vpFeatureDepth s; //The current point feature.
//Set the current parameters x, y, Z and the desired depth Zs
double x; //You have to compute the value of x.
double y; //You have to compute the value of y.
double Z; //You have to compute the value of Z.
double Zs; //You have to define the desired depth Zs.
//Set the point feature thanks to the current parameters.
s.buildfrom(x, y, Z, log(Z/Zs));
// Compute the interaction matrix L_s for the current point feature
vpMatrix L = s.interaction();
// Compute the error vector (s-s*) for the point feature with s* considered as 0.
vpColVector s_star(1); //the dimension is 1.
s_star(1) = 0; //The value of s* is 0.
s.error(s_star);
}
\endcode
*/
class VISP_EXPORT vpFeatureDepth : public vpBasicFeature
{
private:
//! The \f$ x \f$ 2D coordinate of the point in the camera frame (required to compute the interaction matrix)
double x;
//! The \f$ y \f$ 2D coordinate of the point in the camera frame (required to compute the interaction matrix)
double y;
//! The \f$ Z \f$ 3D coordinate of the point in the camera frame (required to compute the interaction matrix)
double Z;
public:
void init() ;
vpFeatureDepth() ;
//! destructor
virtual ~vpFeatureDepth() { if (flags != NULL) delete [] flags; }
/*
section Set coordinates
*/
void buildFrom(const double x, const double y, const double Z, const double LogZoverZstar) ;
void set_x(const double x) ;
void set_y(const double y) ;
void set_Z(const double Z) ;
void set_LogZoverZstar(const double LogZoverZstar);
void set_xyZLogZoverZstar(const double x, const double y, const double Z, const double logZZs) ;
double get_x() const ;
double get_y() const ;
double get_Z() const ;
double get_LogZoverZstar() const ;
/*
vpBasicFeature method instantiation
*/
vpMatrix interaction(const unsigned int select = FEATURE_ALL);
vpColVector error(const vpBasicFeature &s_star,
const unsigned int select = FEATURE_ALL) ;
void print(const unsigned int select = FEATURE_ALL ) const ;
vpFeatureDepth *duplicate() const ;
void display(const vpCameraParameters &cam,
const vpImage<unsigned char> &I,
const vpColor &color=vpColor::green,
unsigned int thickness=1) const ;
void display(const vpCameraParameters &cam,
const vpImage<vpRGBa> &I,
const vpColor &color=vpColor::green,
unsigned int thickness=1) const ;
} ;
#endif
/*
* Local variables:
* c-basic-offset: 2
* End:
*/
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